• Content count

  • Joined

  • Last visited

Community Reputation

204 Neutral

About bobstevens

  • Rank
  1. Someone mentioned SSE (which is for floats), but I was sure there was a good way to do this with MMX (which is for ints) so I looked it up. Try these two intrinsics... I'd be interested to see what assembly they generate: (Assuming you want your output in "i" and your input is "c"): i = _mm_cvtsi64_si32 (_mm_set1_pi8 (c)); Two instructions? They're intrinsics, so maybe. (I'm not sure it will even work... I've never tried MMX, but the docs seem to indicate that it'd do what you want.)
  2. Why use std:: ?

    Quote:Original post by Jingo I can imagine the hell that would cause in a work enviroment where classes may often have the same name, and source files often exceed 100k lines of code. Having to search through the file to see which namespaces have been injected into the global namespace. O the fun. If you're a person who prefers to prepend the namespace to everything, you'll never have to worry about what was injected into the global namespace since you'll never be using it. Right? Ambiguities are easily resolved between multiple namespaces... I still don't see a strong argument for avoiding "using" in source files. Jingo, you're one of the few people on this board who consistently knows what they're talking about, but I have to generally disagree on this one. If you're putting a ton of crap into the global namespace that has the same names as the things in std then yes, it would be a bad idea to declare "using namespace std;", but I can't think of a reason a knowledgeable C++ programmer would intentionally do something like that, especially in a large codebase.
  3. Need an interview for Junior research Paper

    I'm bored so I'll give it a shot: 1. What kind of education do you have? What kind of education would you recommend to someone who wants to get into programming? What classes would you recommend a high school student take to prepare for programming? I have a B.S. in Computer Science. I would recommend the same or higher to someone who wants to get into programming. In high school I'd recommend taking AP classes in math if possible. Physics is probably benefical also though I hated it in school. Programming classes in high school could be beneficial but I've never had one so I don't know what they teach. Lots of good programmers didn't start until college. 2. How long have you worked a programmer, and how has the industry changed since then? I've been in the game industry for just under a year, so not much has changed except that everyone has gotten really uptight about crunch time recently. 3. What is your view of the quality of life in the industry? The place I work for this is atypical in that for the most part we don't need to crunch. Crunch and overtime pay seem to be the big issues but they're both management problems. Managers that schedule around crunch are far too common in the industry, but not every studio has problems. 4. Do you enjoy your job, would you recommend it to someone else? I enjoy my job most of the time. There is still a lot of fun for me in creating things that work, and if you're working on something that gives visual feedback the results can be quite rewarding (or very frustrating when it doesn't work). I'd recommend my job to people who enjoy the thought of making something out of nothing. 5. Is there any advice you would give to someone wanting to get into the industry? Yeah, but it's nothing that hasn't been said before. Do projects in your spare time... work on open source things or game mods. If you don't do this then have a demo. Sharpen your skills whenever possible... things like topcoder and ACM contests can help with this. Be a good student and never stop learning things, because if you get into the industry you'll be forced to learn new things very often.
  4. long =int?

    Here is the one thing you can rely on: sizeof (int) <= sizeof (long) It wouldn't suck for you to make specific defines to use for 8, 16, 32, 64 bit types. Then when you run into a platform where they're not what you think, all you have to do is typedef them correctly rather than single-stepping through your code trying to figure out why everything broke all of the sudden.
  5. Why use std:: ?

    The usual advice is never to use "using namespace" in a header file. I think some people have twisted that advice around in their heads because they like typing a ton of annoying an unnecessary stuff. Seriously... who would use "std::string string" anyway?
  6. what is a gmon.out file??

    It will make a gmon.out if you compile and link with the -pg switch.
  7. Game Colleges?

    A Master's Degree in CS isn't really necessary to get into the game industry, but probably wouldn't hurt either. A BS in CS is better than or equivilient to a degree from a gaming college. Probably "better than" in most cases. It's more about your individual prowess than your education, really.
  8. about SDL licence

    Also, static linking with SDL is a no-no, but this is somewhat disputed. Some people (including Loki) provide both statically and dynamically linked versions. You don't have to distribute the source to SDL if you use it unmodified. If you make your own changes to SDL, you have to provide source for them.
  9. Linux for programming

    I'd recommend Ubuntu. It's Debian but better.
  10. Renderware for PS2

    RenderWare is nice for some things and convoluted for other things. It uses a plugin architechture and a lot of things use callback functions. For instance, if you want to iterate over all Grapes in the Fruit plugin, you'd call RwFruitForAllGrapes and pass it a callback function. It gets a little old after a while and the C API is kinda annoying, but RenderWare's documentation is sometimes pretty decent. OpenExport is terrible, so avoid it if you can. It's not hard to pick up Renderware if you're skilled enough to work in the game industry. By the way, you'll probably be asked to learn new APIs for a good portion of your career. It's just the way things work; if you can't pick up a new API easily you should probably be working at McDonald's instead. That's probably a little harsh, but seriously, learning new APIs shouldn't scare you if you want to work in the game industry.
  11. I'll just reiterate what I've said since a lot of people still seem unconvinced. Accessors and modifiers are an important part of C++'s implementation of the object orientation paradigm and a huge aid in debugging. If you're not using them in C++, maybe you Just Don't Understand object orientation? That wouldn't surprise me... a lot of people say bad things about OO. Of course it's not good for everything, but if you don't even understand it, how can you figure out what it's good for and what it's not? So yes, if you come from a C background, the accessor/modifier bit may seem stupid and redundant, but do it anyway because it might save you a lot of work later on, which is the whole point.
  12. Quote:Original post by Oluseyi Need proof? Where's the "Dave Roberts" thread(s)? Quantity is more important than quality now? You could probably take three books by other authors and compare it to a stack of everything LaMothe has been involved with in the last 10 years and find that the three books would teach you more. Maybe "important" is a decent word, just not if it's taken in the sense that means "helpful".
  13. Quote:Original post by Oluseyi LaMothe is an important figure in game development not because of the technical veracity or content of his books, but merely because of the fact that they existed - 12-odd years ago. He helped propel a broad interest in game development. I wouldn't call him "important". PC Game Programming Explorer by Dave Roberts came out a month after Tricks of the yada yada yada in 1994, and was, in my opinion, about 700 times more useful. It was a big clue when the best chapters in LaMothe's Tricks book were the ones he didn't write. That's all I'm saying. He tricks people into thinking they're learning. It's just like Fullsail... you can learn from it, but it's not what happens to most people. But in both cases everyone comes out thinking they're ready to be a game programmer, regardless of whether they are or not. But it keeps you going at least... LaMothe is the cocaine of game development.
  14. STL Set Question

    Looks like keying on the Identifier is probably the best solution. I'm not sure I'd be worried about having to store the Identifier twice, but then again I don't know the context. As for your other suggestion (the second paragraph) it wasn't really clear what you meant.
  15. Playstation Programming

    A good resource for PSone dev is probably the yahoo group. I think it's called psdev.